Memory Problems Good Advice Needed
#1
Posted 07 March 2002 - 07:26 PM
So, any advice on freeing up some extra memory?
I'm already going into some of the robots and using dynamic naming and counters. That should help a little. Any other tips?
#3
Posted 07 March 2002 - 07:38 PM
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#4
Posted 07 March 2002 - 07:47 PM
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#5
Posted 07 March 2002 - 08:03 PM
Terryn, on Mar. 07 2002,19:38, said:
I actually thought about that a while back. How exactly could I go about that?
#6
Posted 07 March 2002 - 08:05 PM
#7
Posted 07 March 2002 - 10:52 PM
- Exo
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#8
Posted 07 March 2002 - 10:53 PM
Terryn, on Mar. 08 2002,00:38, said:
I don't really see how you can break it up that way, but the overhead necessary in carrying things over in counters would easily not make it worth it. No MZX RPG battle engine spends a lot of time on calculations.... one thing that _can_ go well on other boards are specific animations, like special attacks or whatever.
- Exo
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#9
Posted 08 March 2002 - 12:10 AM
#10
Posted 08 March 2002 - 12:19 AM
Exophase, on Mar. 07 2002,16:53, said:
Terryn, on Mar. 08 2002,00:38, said:
I don't really see how you can break it up that way, but the overhead necessary in carrying things over in counters would easily not make it worth it. No MZX RPG battle engine spends a lot of time on calculations.... one thing that _can_ go well on other boards are specific animations, like special attacks or whatever.
- Exo
This is considering that the RPG's main memory-sucker is in the graphics as opposed to the computations. ?If so, then all you need to do is Exo's method by all means.
If not then this is how you'll have to do it: Carry over is a move tag (for instance, the special move "Blank Codex" could be move #54 in the move counter, so the animation screens know which move to execute by looking at the counter smove.) ?The specific graphical work is done on the special move screens.
Your attack computations would go one one board. ?Your move's effects will be calculated before the move to the second board, so the only counters that need carrying over are the move number and the effect counters (which vary in number depending on the move's parameters (whether it saps attributes or HP or MP or changes status or a combination of all of these factors) and the number of enemies invovled (usually up to five). ?In Cresent RPG (now dead) the most convoluted attack used up to 20 counters (strength, speed, accuracy and HP drop on all enemies). ?At max there could be 84 temp counters but this was unlikely.To account for dying enemies on a single attack, either place an exception (doing 0 damage after a positive check on other enemy HP; technically, a miss) or divert the attack onto another monster (checking to see if Monster2HP is > 0 then Monster3HP, etc.)
After this, the temp counters are wiped and the other half of the computations are undertaken on the other board. After all, the str and dex and MP and such of each side is used in an entirely different way, so two sets of computations are needed (offensive comp. and defensive comp.) so splitting them up into two distinct groups depending on battle mode (and I may be refuted for this =/) makes sense.
In short it goes like this:
~Formulate attack results (with many possible individual counters)
~Put results in temp result counters
~Display your attack on separate graphics boards
~Apply temp counters to real counters on other computational board
~Wipe temp counters
~Repeat steps 1-5 with enemies' attacks on second board meant for enemy calculations.
~Do status condition rolls at end of turn.
Coding is like this:
Board 1: Main party attack comp, main party damage comp.
Board 2: Enemy party attack comp, enemy party damage comp.
Misc: Graphics and flash.
Indeed a lot of work but necessary for technically complex RPG systems.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#11
Posted 08 March 2002 - 05:28 AM
Of course, if you want to be that complex, you can. I just don't think it's common.
- Exo
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#12
Posted 08 March 2002 - 01:27 PM
apage43, on Mar. 08 2002,01:10, said:
Yes, Exo, tell us! Charcon won't read those char sets from Torn Creation, and I want to know how to make them!
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#13
Posted 08 March 2002 - 05:37 PM
You can use a hex editor, or make a very simple program in any language to do it for you.
Like this very simple one I did in C a long time ago. That I'm attaching.
- Exo
Attached File(s)
-
post-1-09055-ccut.zip (0bytes)
Number of downloads: 5
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#14
Posted 08 March 2002 - 07:26 PM
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.

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